#5E Guide to Sex
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dragonagitator · 2 years ago
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Attention fellow Galemancers, I found something extremely relevant to our interests in The 5E Guide to Sex sourcebook:
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We definitely gotta start incorporating "Gale made me come so hard it restored my spell slots" into our headcanons and fanfics.
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helpimstuckinafandom · 2 years ago
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Looking through the dnd sex book and losing it
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WAIT WAIT WAIT THE ROGUE FEATURE WTF IS THIS
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SIR-
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dragonagitator · 2 years ago
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there is a magical item for that:
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and if you lack the necessary equipment:
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I need to get gale of waterdeep pregnant
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widogasted · 10 months ago
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Wait feel free to ignore this but I saw ur tags on my fanfic post abt researching for smut and D&D spells and I want to know what you’re compiling so bad.
OHOHO so!! there is an existing "sourcebook" pdf floating around on the internet called The 5E Guide To Sex, which i found a couple years ago when a friend sent it to me. highly recommend looking it up if you want to laugh so hard you're weeping. It's Atrocious.
i love dnd and i also love kink and i've been fusing my two loves to make a sort of New DnD Sex Handbook- primarily just for fun for me, not intended to be any kind of table roleplay device but technically functional as one, but also a good guide for folks struggling to do written sex magic.
it's super fun im having an amazing time- if there's interest i'd for sure make this public/post updates tbh. it's just goofy, but powered by love.
Final Note. people love to use the spell Grease for lube in fic. rule of cool, live your life, but be reminded. grease is cast over a 10 foot square, with pork lard or butter. according to dnd law if you cast grease for sex this is great for Oily Wrestling. this is bad for making your innkeeper not charge you 100000 times extra for DRENCHING HIS MATTRESS IN COOKING OIL
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paladinc-nt · 11 months ago
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5e sex guide save me........ save me 5e sex guide..........
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dragonagitator · 2 years ago
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Confessor, the 5e Guide to Sex has you covered.
For Wyll:
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For you:
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Confession: wyll would be the best dad in the world. i need to get him pregnant but i have this stupid ass vagina
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finding out that there’s such a thing as the 5e guide to sex when your DM is also your boyfriend is so funny, like i am IMMEDIATELY sending this to him (even though i know it will never show up in our games)
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tadbitfooled · 2 years ago
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this 5e guide to sex is fucking hilarious to me okay
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darklordazalin · 2 years ago
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Azalin Reviews: Darklord Morgoroth
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Domain: Avonleigh Domain Formation: 643 BC Power Level: 💀💀⚫⚫⚫ Sources: A Light in the Belfry (2e), Ravenloft Dungeon Master's Guide (3e), Secrets of the Dread Realms (3e), VRGTR (5e)
Morgoroth is briefly mentioned as a “villain necromancer” in van Richten’s latest guide. When I say briefly, I mean his name is called out in a list of villains in the good doctor's description of the Shadowlands and nothing more. He is also no longer listed as a Darklord. It appears that this disembodied voice was downgraded to a third rate villain.
Morgoroth was the omnipresent Darklord of Avonleigh. At least until someone decides to assemble the thirteen pieces of the broken mirror that contains his essence and bring him back to his full potential, which is that of a rather powerful wizard. Morgoroth was not an easy Darklord to find information on. The main source is A Light in the Belfry, which, I believe, is the only module in DND that features an audio CD. So, instead of box text for the DM to read aloud to the players, the text only includes “play track X”. Having no accompanying text in the module itself, the CD was a necessary component to track down some information on this elusive Darklord. But, I am nothing else but persistent when it comes to my research.
Avonleigh is part of the Shadowlands and in an eternal twilight, never experiencing true day or night. There are no settlements in Avonleigh, with its denizens being made up mostly of the spectral undead and various beasts that inhabit the Phantasmal Forest. The only building is Tergeron Manor. That is, if you consider an uninhabited, crumbling and decrepit estate a building. Though it is a suitable dwelling for our fractured Darklord.
Morgoroth was one of those love-sick fools that did a bunch of idiotic things in the name of “love”. Morgoroth was a powerful wizard and tyrant of a distant land who attempted to redeem himself by traveling to Avonleigh and putting aside his evil ways. If I could roll my eyes, I would be doing so right now. Naturally, the holier than thou Shadowborn family forgave him and the siblings, Ferran and Aurora, took him in. Ferran was a Paladin of The Circle, an Order of do-gooder knights formed by the Shadowborn clan.
Morgoroth developed feelings for Aurora but she was destined to join the priesthood, which required a vow of celibacy. Why do Deities and holy orders so often have this requirement? It seems like they’re just asking for trouble as such an easy vow to uphold often leads to highly foreseeable complications. Morgoroth, in an attempt to be a “nice” guy, didn’t tell Aurora about his feelings until he did...He decided to tell her the day she made her vow of celibacy. Perhaps he was waiting for the most dramatic moment to confess his love? And in a rare instance of Darklord lore, Aurora loved him back but was SO upset about him telling her too late that she fled from him. Morgoroth assumed she fled in disgust and quickly turned back to his evil ways. I’ve not experienced a loving relationship myself, but I do not believe sex is a necessity for romantic love, but frail mortal minds often blend love and lust into one confusing ball of emotions.
From Morgoroth’s actions, he killed Ferran and abducted Aurora. The Circle attempted to rescue Aurora, but as things normally go for The Circle, they were all destroyed in the effort. Sure way to win her heart...abduct her, don’t listen to her thoughts and feelings, and lock her in a tower while you kill every single member of her faith. This mass murder pulled Morgoroth into the Mists. To taunt him, the Dark Powers placed Aurora in a stasis within a glass coffin. Morgoroth attempted to escape his new prison by opening a portal in a mirror, but it backfired and instead he was shattered into 13 pieces. I cannot relate to this at all…
As Darklord, Morgoroth is fused with Tergeron Manor where he constantly bemoans his love for Aurora and attempts to kill any heroes that stumble into his Domain instead of, let’s say, attempting to influence them to piece together his mirror and bring him back? Morgoroth’s powers as a disembodied Darklord are rather underwhelming except that he can, if he wishes, prevent any Necromancy spell cast in his Domain. The other powers appear to be designed to give him a more spooky aesthetic - extinguishing all non-magical lights in the manor, conjuring a cold wind, annoying the living with his disembodied voice, manipulating reflections, and so on.
Morgoroth is a watered down version of the Necromancer of Dol Guldur, though quite formidable if you're foolish enough to piece together his mirror and bring him back into his full power...which, in all honesty, what Adventurer group wouldn’t do this? How does one rate a shiver up your spine created by a lovesick moron? I don’t know. Two skulls?
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dragonagitator · 2 years ago
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Need to write a BG3 mpreg fic? Mix and match these handy magic items from the 5E Guide to Sex in whatever combo suits your story:
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vault-of-lore · 1 year ago
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Writing Resources
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General
Writing Resources
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Specific
BG3 Books Screenshots
BG3 Narrative Changes Post-Full Release
BG3 Spell Voice Lines Cheat Sheet
Comprehensive BG3 Timeline
Dialogue Resources
Guide to Lodging in Baldur's Gate 3: Elfsong Tavern
Tiefling Horns
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Drow Naming Tables
Naming Systems (Human & Tiefling)
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BG3 Drugs & Medicine
The 5e Guide to Sex: Race Compatibility ✧ Sex/Pregnancy
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thiefscant · 1 year ago
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i’m cracking up this homebrew 5e sex guide said “we acknowledge the superstraights and the homo/heteroflexibles”
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othernaut · 5 months ago
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Character Creation Challenge, Day 21: Guildmaster's Guide to Ravnica, D&D 5e
My shadow, my love, are you there in the darkness? Black on black, it would be impossible to tell.
Did you lose yourself in the crowd? Did you slip away for a moment, thinking it would be easy to return? The flash of pyrotechnics, the flicker of the strobe lamps warp and stretch the shadows on the walls. This showcase spectacle is a playground for the unreal. Are you there, in that long forest? Do you have other business to attend to among your own kind?
You never leave me for long. I know this state is temporary. It is never a melancholy - you are there with me for every melancholy, elevating the base sadness into a rose-wrapped, storm-weeping tragedy. This lethargy carries the shape of your absence, its meaninglessness is plain-stated and matter-of-fact. Perched as I am on a high ledge above where the lights are strung, an underpass gargoyle, between shows, between seconds, between the sheltering bats and the crowd, all I can do is wait for you to give this emptiness depth. I am the base matter of so-called sentience impatient for the soul of poetry.
Shall I call you back to me, my shadow? Will you come? Do you know that I always wonder if this time will be forever? I have given everything to make you strong. I can't go home again, you know that. When the cult welcomed us in, they pinned the insignia to my breast - not my clothes, my skin. You were there, you were the catch in my throat that turned the pain to laughter, the subtle shift of meaning that made that droplet of blood into a line of ink. But even if I were to pry it free, discard my motley, wipe away the charcoal grease and return to where my family buried the hope of a different daughter, they would still see the scars.
Can I lure you with nostalgia? Will sentiment reel you to shore? Do you remember the old house, toad-squatting on the willow-shaded cliff, watching the undercity elevator work day and night? The sound of it was deafening. We never learned to ignore it. You weren't the first to tell me to jump, but you were the only one to point out that the willow-strings might support my weight. That I could swing. That I could make it beautiful. That there was no point to endings if they were not beautiful.
You stilled my hand when I was making dinner, drawing me to appreciate the edge of the knife. In the night, when my family was asleep, you walked with me downstairs and held my hands as I let the blade rest gently against my throat. The allure was intoxicating. One twitch and I'd be dead in my parents' kitchen. In following nights, you urged my courage in passing fingers closer and closer to the flame of the candle. You wondered with me, idle, dreaming, as I considered the shade of my skin and what I might tattoo there.
Whenever my family took us all to the surface, you were the one who lifted my chin, drew my eyes to those candy-striped blots on Ravnica's massed concretion: the carnivals, the street performers, the magic lanterns throwing secret animation against the elevated bulk of a blank white wall. Look, look, you said, look at what they're selling - cheap thrills, fried food, a moment's diversion, but don't just look at the statement, look at what it means. And then? It's sex, drugs, danger. It's heavy music and strobing lights, it's a press of bodies in leather leashed and whipped and ridden, it's secret poisons dripped down spider silk onto the lolling tongues of midnight goddesses. It's everything that makes the world worth the work.
And when you're gone? When I'm alone? When you've left me? It's just me, here. I'm just legs and arms. It all means nothing. My past is a random assortment of events. The people below are just a crowd. Look at them spend their money. The carnival is a business. Rakdos is a prisoner. The city is a corpse. Nothing means anything. None of what we're doing has any purpose at all.
Is that you on the wall beside me, my shadow, my love? Did you bring back little presents? Will you untangle the hair from my tear-tracks? Will you tell me you'll never leave again, knowing I love the lie? Will you settle your arms around my shoulders? Will you sink your teeth into my skull? Will my body burn in the fireworks? Will you fill my blood with eager venom? Will any of this mean anything at all?
When you kill me, will it be beautiful?
*****
Skiura, the Living Zoetrope Rakdos Dark Elf Warlock (Hexblade) 6 Chaotic Neutral Rakdos Cultist
Stats: STR: 11 (0), DEX: 14 (+2), CON: 12 (+1), INT: 11 (0), WIS: 8 (-1), CHA: 18 (+4) Proficiency bonus: +3 HP: 33 (5d8+5) AC: 13 (11+2) Speed: 30 ft. Senses: Darkvision 120 ft.
Species Features: Dark Elf Lineage (I know Dancing Lights, and can cast Faerie Fire and Darkness 1/day); Fey Ancestry (advantage on saving throws vs. being charmed); Trance (I don't sleep, can't be magically put to sleep, and complete a long rest in 4 hours); Keen Senses (I have proficiency in Insight, Perception, or Survival). Background Features: Performance Style (shadow play); Fearsome Reputation (I can get away with petty crimes, like not paying for lunch, if a cop isn't like right there); Guild Features: Renown 10, Sideshow Act (I have a spot - not the top spot, but there it is - on stage, and can call on 1d4 random goons for adventures; I can descend into Rix Maadi to get a Rakdos charm, but no safe passage is guaranteed). Class Features: Eldritch Inovcations (I got 'em); Pact Magic (I got this, too); Magical Cunning (I do a funny little circus dance and restore half my spell slots, takes a minute, 1/day); Expanded Spell List; Hexblade's Curse (Pick a dude in 30 feet, curse 'em for a minute, curse ends when they die. While cursed, I add Proficiency to damage rolls against them, crit on a 19 or 20, and if they die I heal warlock level + Charisma bonus HP, 1/short or long rest); Hex Warrior (Proficient in medium armor, shields, and martial weapons, and if I juju up a weapon, I can use Charisma to attack with it); Accursed Specter (When I kill someone, I can cause its spirit to rise as a specter with temp HP equal to half my warlock level, it obeys my verbal commands, gets a bonus to attacks equal to my Charisma modifier, and drifts off after a day)
Proficiencies: Saving Throws: Wisdom, Charisma Weapons and armor: Simple weapons, martial weapons, light armor, medium armor, shields Tools: Horn (musical instrument) Skills: Acrobatics, Performance, Perception, Arcana, Deception Languages: Common, Elven, Giant, Abyssal
Spellcasting: Invocations: Pact of the Blade, Misty Visions, Armor of Shadows, One With Shadows, Thirsting Blade Cantrips: Eldritch Blast, Minor Illusion, Booming Blade, Fire Bolt, Vicious Mockery Spell Slots: 2 Slot Level: 3 Extra Spells: 1 - Shield, Wrathful Smite, Burning Hands, Dissonant Whispers, Hellish Rebuke; 2 - Blur, Branding Smite, Crown of Madness, Enthrall, Flaming Sphere; 3 - Blink, Elemental Weapon, Fear, Haste Prepared Spells: 7 - Summon Lesser Demons, Haste, Enemies Abound, Elemental Weapon, Flaming Sphere, Charm Person, Dissonant Whispers
Trait: Everything has to be a performance. Has to, else why do anything at all? Ideal: Hedonism. Death comes for everyone, might as well enjoy the time you've got. Bond: Sometimes I talk to the darkness and it replies. That means more to me than anything else. Flaw: I follow esoteric threads of dark beauty wherever they may go, sometimes down spiked pits. Contacts: Ally - I had a romance with a pain artist in another troupe. Rival - There's a lesser demon in the cult who thinks he owes me a favor, and he's very insistent. Outside - A Selesnya healer attends my performances and the shock in her eyes is beautiful and notable.
Gear: Leather armor, sickle, 2 daggers, arcane focus (orb), book of occult lore, scholar's pack, Rakdos insignia, horrible horn, costume (quickchange light and dark), wrought iron hooded lantern, 10-foot spiked chain, 10 torches, normal people clothes, belt pouch containing 25 gp, bottle of SOMETHING alcoholic, thoroughly unsorted-through trunk full of probably-magical paraphernalia.
*****
I had to.
Wizards of the Coast isn't an unproblematic company. They're a collection of boneheaded capitalism decisions wrapped around some of the most enduring forms of private fantasy we've got in this horrible modern day. Whenever I engage with a Wizards product, I do so with this self-conscious little internal wheeze - yeah, I know, it's horrible, but I want to play Baldur's Gate, damnit. Hell, I do so while very aware that the thing that I'm doing IS "engaging with a product", it's just that sometimes that product wears the flayed and painted skin of majesty.
Magic: the Gathering isn't a game I play, but it's a game I'm very comfortable appreciating at a distance. The actual card game is some of the most heinous pointless-spending churn I've seen in the tabletop industry as a whole, but I can't deny that the people hanging out at draft nights or sitting around a kitchen playing commander are having what looks like a no-shit good time. More important to my own weird interests, Magic has one of the most singularly expansive fantasy worlds in the landscape, and that's the thing that pleases me. I have no need to engage with the product, but I'm very eager to write some weird fiction about it.
Fantasy, to me, is at its best when it is completely unrestrained. Fantasy is the literature of the literally impossible. You can't have fantasy unless something happens that defies belief, something that no futuristic projection, no matter how hopeful, could accept as anything real. Worldbuilding that wholeheartedly embraces that impossibility is immediately alluring to me. Fixed concepts and realities are as malleable as anything else. You can have infinity. You can have immortality. You can have Play-Doh physics, you can have fractured time, you can get the fundamental forces of the universe drunk or, hell, you can make up new ones just for kicks. The choice to set a story in a world where things fall down when you drop them, where people age like they're supposed to, where people die when you kill them? That's a choice. And you can choose otherwise.
And Magic, with its base concept, with its gleeful confetti-explosion expansiveness and scope, gets this. Sometimes. Sometimes you get worlds that are just, like, Norse myths again, but sometimes you get kaleidoscopic insanity. I want insanity. I want to be confused. I want to have to sit there in the shower, actively putting together how your insomniac landscape works. I want everything that comes with it. I want surprising, staggering poetry on a random card about summoning a zombie; I want focus-tested protagonists to be so boring they flop and you have to write them out of existence; I want the impenetrable in-jokes that persist for 15 years; I want the nauseating shift in perspective that comes from having to hand off the entire property to someone new, someone with a different idea of what fantasy is and means, every new release.
And sometimes the only way to even approach that ideal is fucking well engaging with a Wizards of the Coast product. What I'm saying is I'm sorry, and also give me book recommendations. The hunger is eternal.
Next up: The future looks a lot like TV.
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dm-nerdydilf · 5 months ago
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Ok lets hear these answers!:
What can you say at your gaming table but not during sex?
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Check out and follow our upcoming Kickstarter "Scum Among Us: A Goblins Guide to Murder and Mischief"
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#TaylorLyfe #Chaoticchronicles #Goblins #Murder #Mischief #TTRPG #DnD #5e ttrpgcommunity #fantasyart
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cagemasterfantasy · 11 months ago
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Changeling Ranking and Features (5e)
Guide
1=do not play this class as this race
2=Can play but not recommended
3=decent choice
4=perfect
Eberron- Rising from the last war
A changeling can shift its face and form with a thought. Many changelings use this gift as a form of artistic and emotional expression, but it’s an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat known changelings with fear and suspicion.
Ability Score Increase. Your Charisma score increases by 2. In addition, one other ability score of your choice increases by 1.
Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
Languages. You can speak, read, and write Common and two other languages of your choice.
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today — even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden.
In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape — one created on the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.
Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Fey.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Eberron Changeling
Artificer 2 you can get the crucial Intelligence increase but nothing else about Changeling complements Artificer’s capabilities
Barbarian 2 same as Artificer except replace Intelligence with Strength
Bard 4 18 Charisma at level 1 2 Face skills and Shapechanger. Thematically perfect for College of Whispers but you can make Changeling work very well for any Bard
Cleric 3 you can get the crucial Wisdom increase and with Changeling’s free additional proficiencies and Cleric’s class skill list you can easily play a Face with minimal investment in Charisma
Druid 2 you can get the crucial Wisdom increase but Druid has nearly no use for Charisma and if you don’t want to be yourself Druid typically turns into an animal rather than turning into another humanoid
Fighter 2 you can get the crucial Strength/Dexterity increase and the Charisma increase and addition skills work great for Purple Dragon Knight but you can get that from Half-Elf. Shapechanger has little use for most Fighters
Monk 1 as in 1 free increase isn’t enough
Paladin 3 +1 to either Strength or Dexterity an increase to Charisma and additional skills so that you don’t need to put every single one of your skills into Face skills. Shapechanger is unusual for Paladins but if you use it more like a fun character quirk than like a tool for tricking people it could be a lot of run
Ranger 2 you can get the crucial Dexterity increase and with the additional skills you can almost keep up with Rogue
Rogue 4 the obvious options for Changelings Rogue is better-suited to tricking people and general skulduggery than any other class. If anyone can capitalize on Shapechanger it’s Rogue. 2 additional skills piles on top of Rogue’s already spectacular advantage with skills and Dexterity and Charisma increases work great for a Face
Sorcerer 4 18 Charisma at level 1
Warlock 4 same as Sorcerer but Mask of Many Faces is partially-redundant with Shapechanger so I recommend avoiding it
Wizard 1 same as Artificer
Mordenkainen Changeling
Artificer 2 Artificers have few capabilities that support Changeling’s subterfuge-heavy capabilities. Perhaps most notable is that Artificer adds double their proficiency bonus with tools which includes the Disguise Kit
Barbarian 1 Barbarians don’t have capabilities that support Changeling’s subterfuge-heavy capabilities
Bard 4 likely Changeling’s best spellcaster option the combination of abundant skills Expertise and Charisma-based spellcaster synergize well with Changeing’s skill options and Shapechanger. College of Whispers feels like a natural choice thematically
Cleric 3 Trickery Domain might work and Changeling’s additional skills help bring you closer to Rogue’s capabilities but you’ll need to balance your need for Dexterity and Charisma with the class’s need for Wisdom
Druid 2 as useful as turning into an animal is when you need to be sneaky that simply isn’t enough. Druids can’t afford the Charisma to make skills like Deception work. They typically need decent Dexterity since Druid’s AC is terrible so at least you can manage Stealth
Fighter 1 same as Barbarian
Monk 2 Monks do well with Stealth but they can’t afford the Charisma to make Deception work so it’s not a great choice for Changeling
Paladin 3 Changeling’s best martial option Paladins have enough Charisma to back up skills like Deception and a Dexterity-based build works fine to support Stealth
Ranger 2 Rangers do well with Stealth but they can’t afford the Charisma to make Deception work so it’s not a great choice for Changeling
Rogue 4 the go-to option for Changelings. Abundant skills and expertise work very well alongside Shapechanger to support any sort of infiltration or other shenanigans that you want to get into
Sorcerer 3 while they don’t have as many skills as Bard Sorcerer is still Charisma-based making it easy to use skills like Deception and with a bit of Dexterity you can easily manage Stealth
Warlock 2 while they don’t have as many skills as Bard Warlock is still Charisma-based making it easy to use skills like Deception and with a bit of Dexterity you can easily manage Stealth. Mask of Many faces is partially redundant with Shapechanger so avoid it
Wizard 1 if you are going to play Wizard cast Disguise Self
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theresattrpgforthat · 2 years ago
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I'm desperately trying to remember an rpg that focused on living with chronic pain and migraines - do you know any that fit the bill?
THEME: Chronic Pain, Migraines, Disability
Hello friend, I was able to find a few! Some of these games focus on chronic pain or migraines specifically, while others are expanded to talk about a broader range of disability or illness. A few aren’t full games, but rather supplements that can be integrated into more generic rulesets.
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Chronic Migraines for 5e, by Cat Elm.
Chronic Migraine Mechanics For 5e is a set of rules and guidance to enable player characters to experience chronic migraines, which additional feats related to migraine experience and rules on deciding migraine occurrence and suggested side effects.
Designed to allow players to explore real-world disability and experiences in a safe, controlled environment, Chronic Migraine Mechanics For 5E gives players and DMs to the tools to expand their in-game options and representation.
This is a supplement for D&D 5e, not a game in and of itself. If you are looking for ways to express disability in a game that you’ve already established, this supplement might be worth looking into.
You’re Sick (And it’s your fault), by David Moskowitz.
Were they a smoker? Not wear sunscreen? Eat a lot of red meat? 
Did they have unprotected sex?  Share needles? 
Who were they with? How long have they had that cough? Who might have they infected?
This is a solo-journaling game that’s an exploration of guilt and internalized stigma related to illness, with cancer, AIDS, and tuberculosis as the foundational afflictions informing the game.
Designed after the Wretched & Alone engine, this is a solo-ttrpg that is designed to be realistic. Living with illness is heavily stigmatized, and this game guides you, the player, through the physical and emotional toll that this stigma places upon you. Victory in this game means not that you will be “cured”, but rather, that you have the tools you need to make life liveable.
This game doesn’t focus on chronic pain specifically, but much of the prompts in the oracle seem to experience some overlap, such as having better days and worse days, irritating conversations with folks who don’t understand, and the way your situation drains you of money and time. If you’re looking for a solo experience that explores different facets of living with an illness that might not kill you, but won’t let up either, this might be worth checking out.
I AM FUCKING TIRED, by Tia Let | Hydromer
I AM FUCKING TIRED is a one-page solo journaling game about having an undiagnosed fatigue condition and trying to manage your day-to-day.
Even when your day-to-day might not be as certain as you think.
You have a body that loses it’s energy quite quickly; you have a condition that constantly drains you, but has no official diagnosis. Doing your day-to-day at home is difficult, but you do your best. Today is another day. 
A simple game with a few rules, I AM FUCKING TIRED is a solo journaling game so grab a pen and paper. You roll a d20 to see what memory comes to mind, and write about it. If you roll the same number as a previous roll, the Memory Twists - you remembered it falsely, had insufficient information, or someone lied to you. Finally, you also have an Energy tracker. During a Twist, you roll against that energy to see if you can continue. 
This game is free, and emphasizes self care before and after play. While this is about undiagnosed fatigue, I would not be surprised if much of the experiences of folks with chronic pain overlap with some of the events that appear in this game.
We Are Still Here, by Ennis Rook Bashe.
use a cane or a walker or braces. stab people. take meds. exist. survive. 
we are still here. 
This is a way to incorporate disability into Apocalypse World, and might work as inspiration for other PbtA games about how to include disability or illness. 
You can include a mobility aid that gives you both benefits and drawbacks - such as doubling as a weapon, or requiring frequent repairs. Alternatively or additionally, you can include medication, which provides benefits such as helping you concentrate or focus, while also threatening your well-being if you run out of stock, need a special storage environment, or have difficulties with your supplier. 
This is a perfect add-on for players who desire more representation of disabled folks surviving (and thriving) in post-apocalyptic fiction. 
Pieces of Me, by Mothworks.
You are young and newly disabled. Try your best to learn your limits, find new ways of doing things, and rest as you can as you tear and repair your character sheet.
Pieces of Me uses an index card, a pen, tape, and ten coins. Your character sheet (index card) will contain a number of boxes to indicate your ability to complete certain tasks. Whenever you push yourself to accomplish a task, you must flip your coins to see how many heads you get.  Not enough heads? You have to rip off a piece of your sheet. Too few heads and you destroy a piece of your character sheet forever. 
Torn pieces of the sheet can be taped back on or redrawn, and fresh scraps of paper represent new aids or methods of doing things. At the end of the game, you will have a memento of your game experience. 
This game has a standard and a dyslexic-friendly font. If you’re looking for a personal game with a tactile experience, this might be a game for you. 
Inkeeryn’s irritating insidious incurringible incessant illness, by cosmicbeagle.
Inkeeryn's Irritating Insidious Incorrigible Incessant Illness is a storytelling duet that uses a six-sided die and a deck of standard playing cards. One player plays someone who is afflicted or cursed or hexed, and the other plays the affliction itself. Over the course of four rounds -- representing stages of life -- you take turns narrating about the afflicted person and the curse that torments them. 
The exact nature of the affliction -- its effects, symptoms, and expressions -- are determined by you. You describe how the curse affects the character, and how the character treats, copes with, and maybe even transcends it.
This game gives you the freedom to decide how exactly your illness manifests, as well as the power to decide how your character responds to that illness. As a duet game, this provides for an intimate, personal experience, good for exploring a topic that can weigh heavily on many folks. 
Microservice, by Ponder Games.
You are a human going shopping with your service dog.
Microservice is a single-page tabletop roleplaying game.   It is intended for solo play, or for play with 1 player and 1 GM. 
This is a salty, tongue-in-cheek commentary on what it is like to navigate North America with a service dog, complete with a roll table of unhelpful NPCs that almost certainly drain your energy. You have the ability to play this solo, or with one other person, so it’s best for a quick little game with one other person, most likely someone that you’re comfortable gaming with.
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